Elements · LEVEL 13 · Verified walkthrough
Keep the bottom yellow plate held while setting the red, green and blue mirror levers. Use the light-powered lifts to collect the diamonds, then hold the upper purple plate for your partner’s final climb.
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Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.

| Campaign | Elements · 13 of 39 |
|---|---|
| Collectibles | 4 fire diamonds, 4 water diamonds, 1 neutral diamonds. 0 marked diamonds required; 9 optional. |
| Hazards | 6 lava pools, 1 purple goo pool. Only your own element is safe; purple goo is dangerous to both. |
| Mechanisms | 2 plates, 3 levers, 4 moving platforms |
| Win condition | Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear. |
| Exits | Fireboy: upper right. Watergirl: upper right. |
Leave Watergirl on the yellow plate near the left end of the bottom floor. Fireboy uses the pointed left ramp to reach the lava shelves. Cross them, jump the central gap and switch on the red lever on the right.
Continue right through the lava for the red diamond, drop off the outer end and collect the red diamond on the bottom floor. Return to the pointed right ramp, jump back up and leave the red lever on.
Fireboy crosses the lava shelves to the central bank. Jump up before steering onto the middle shelf, then turn the blue lever on. Leave the green lever off. Drop back onto the lower left shelf and return through the lower shelves, keeping the red lever on, and take Watergirl’s place on the yellow plate. The upper receiver lowers the left lift.
Watergirl collects the blue diamond on the bottom floor and returns to the far left ramp. Jump up before steering onto its pointed tip, then jump onto the lowered left lift. Jump towards the central bank for its blue diamond. From the bank, jump up before steering right onto the middle shelf for the next blue diamond.
Watergirl jumps to the left middle shelf and turns the green lever on. Move to that shelf’s sloping right edge before jumping back to the middle. Leave the blue lever on as well. With red, green and blue all on, the lower receiver raises the right lift above the purple pool. Fireboy must keep holding the bottom plate.
Watergirl jumps across the central gap to the right bank. Approach the purple pool’s edge, jump onto the raised green lift, then move to its right edge before jumping across to the far bank. Walk right for the silver diamond. Return using the same lift, taking each jump from near the edge of its safe surface.
Return Watergirl to the blue lever and turn it off. Leave red and green on. Wait for the middle receiver to slide the small upper bridge left. Jump from the middle shelf onto the central mirror housing, stop near its centre, then jump straight up before steering onto the upper right bank.
Approach the small lava pool on the upper right bank and jump across it for the blue diamond. Jump back across, then cross the central gap and continue to the upper left shelf. Wait beside the purple plate without pressing it yet.
Fireboy leaves the yellow plate, climbs the left lava shelves and jumps from the central bank to the middle shelf. Cross the central gap to collect the red diamond before the purple pool, then return to the middle shelf. Watergirl can now step onto the upper purple plate and lower its lift.
Fireboy jumps left onto the lowered purple lift. Jump up before steering left onto Watergirl’s upper shelf. Move near its right edge before jumping back across the gap to the upper middle bank and collect the final red diamond.
Fireboy crosses the small central bridge to the right bank and waits before his exit. Watergirl leaves the purple plate, jumps from the upper left shelf’s right edge to the middle bank, then crosses to the right. She must jump across the small lava pool again.
With all nine diamonds collected, walk Fireboy into the left red exit and Watergirl into the right blue exit. Either hero can enter first; the room ends once both are standing in their matching doors.
This route was verified in the game simulation using player controls, required diamonds, and both matching exits. It describes this version’s independently reconstructed room, not an official walkthrough.
lower left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
This switch has no connected device in the current room.
middle right
Walk past the handle, or use it nearby: Enter for Fireboy, E for Watergirl, or the touch Use button. Each use toggles it; it stays set after you leave.
This switch has no connected device in the current room.
middle left
Walk past the handle, or use it nearby: Enter for Fireboy, E for Watergirl, or the touch Use button. Each use toggles it; it stays set after you leave.
This switch has no connected device in the current room.
middle center
Walk past the handle, or use it nearby: Enter for Fireboy, E for Watergirl, or the touch Use button. Each use toggles it; it stays set after you leave.
This switch has no connected device in the current room.
upper left
Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.
Controls Moving platform 4.
upper center
No switch is connected to this mechanism.
When powered, it moves left; when power is released, it returns.
middle left
No switch is connected to this mechanism.
When powered, it moves down; when power is released, it returns.
middle right
No switch is connected to this mechanism.
When powered, it moves up; when power is released, it returns.
upper left
At least one of these inputs must be active: Switch 5.
When powered, it moves down; when power is released, it returns.
The diamonds in this room are optional. If you only want to finish, bring both heroes fully inside their own matching doors.
A pressure plate releases when its rider or weight leaves. Keep your partner on it until you are safely across. Levers stay set after you leave; check their ON or OFF state before crossing.
Return to safe ground and use the connected switch to bring it back. Board before your partner releases the plate or changes the lever. Avoid jumping into its underside; line up with the open shaft first.
Pause and choose Restart level to reset both heroes, diamonds, weights, and switches. Previously completed levels stay saved. Follow the step order before moving a box or releasing a weight.
For touch controls, jumping, audio, or online connection problems, see player troubleshooting.
Keep the bottom yellow plate held while setting the red, green and blue mirror levers. Use the light-powered lifts to collect the diamonds, then hold the upper purple plate for your partner’s final climb. Bring Fireboy to the orange exit in the upper right and Watergirl to the blue exit in the upper right. Both heroes must be at their own doors together. The 9 unmarked diamonds are optional; collect every diamond for a perfect clear.
9 diamonds: 4 for Fireboy, 4 for Watergirl, and 1 for either hero. None are required to finish. 9 unmarked diamonds are optional collectibles for a perfect clear.
6 orange lava pools (upper right, lower left, lower center, and lower right) and 1 purple goo pool (middle right). Fireboy can enter orange lava; Watergirl must avoid it. Purple goo defeats either hero. If either hero falls into a dangerous pool, both players restart the level.
Switch 1 (lower left): This switch has no connected device in the current room. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it. Switch 2 (middle right): This switch has no connected device in the current room. Walk past the handle, or use it nearby: Enter for Fireboy, E for Watergirl, or the touch Use button. Each use toggles it; it stays set after you leave. Switch 3 (middle left): This switch has no connected device in the current room. Walk past the handle, or use it nearby: Enter for Fireboy, E for Watergirl, or the touch Use button. Each use toggles it; it stays set after you leave. Switch 4 (middle center): This switch has no connected device in the current room. Walk past the handle, or use it nearby: Enter for Fireboy, E for Watergirl, or the touch Use button. Each use toggles it; it stays set after you leave. Switch 5 (upper left): Controls Moving platform 4. Keep a hero or movable weight on this plate to keep its signal active. Stepping off releases it.